We had a lesson in which Henning sculpted a sea monster using Zbrush and were able to see how he carries out his projects. I found the exercise very useful. I was able to see where I was making mistakes and to rectify them. Below are my notes I took which I think are very useful.
Don’t just sculpt
Start with a solid approach to it
Outside to in. < wrong approach
Should start from the inside out.
Start with skeleton
Then the muscles <— Anatomy comes into play
Origin insertion muscles
Layer of fat on muscles then layer of skin.
Then spend time getting reference. We want to skin, skeleton, Similar creatures e.g crocodile.
Is it an Alpha? If it is
Could start with a maya model or 3d scan.
Start with z sphere.
Block out an overall body
Overlay the model.
Want the proportions to be as correct as the get go.
Brushes i use exclusively
Move> clay build up> dam standard> standard>Inflate brush
Porportion is most vital stage
‘v’ look silhouette
Function over everything
Do you believe it could live in the environment
Will never use smooth brush at this stage as it will get rid of any information
We need to make him functional so in this sea creature it needs a strong jaw
For the face you could reference dinosaur.
Don’t save it as a project save it as a tool. Easily corruptible
Under geometry zmesher
now smooth do not do it before that point.
Now you do the muscles
Clay build up
alpha o6 (3rd tool)
Export out of an obj if it corrupts then you open it up again it should work.
Get spine down, then spatula, get ribcage, you need to know landmarks and the ports in anatomy
clay build up builds onto of one layer
clay brush only creates one layer
EVERY SINGLE STROKE YOU DO NEEDS A PURPOSE. Needs to have a function.
alt for sculpt down
brush auto masking and back face masking?
Symmetry always on
When I try to do a character I try to always model with the mouth closed
Keep stuff subtle and look at reference
Get a second monitor , Rarely use image plane
lock scale and position first base mesh in maya
Send it out in sphere for instance or make blocks etc
Consider the model 360 degrees silhouette
Look at tablet settings in zbrush
hair : Stylise hair – Don’t do fiber mesh
plug in for posing: advanced skeleton – Free plug in in maya where you can put the joints.
Don’t smooth stuff over just go over with brushstrokes
simplify it to make it stronger
don’t change focal shift for sculpting
work on the entire thing as you go on don’t focus on one area consistency
Sculpt with perspective on
default is on 90 work on 50 (under draw angle of view)
This will correspond with the camera
I have reached to 200,000 polys think its time to sub it up so sub divide till 800,000
alt and dam standard
Don’t texture in zbrush
cplug in ? export > mirror
merge teeth down
Use dam standard for details
Consider the texture of the skin, not everything is flat
Don’t write about yourself in 3rd person
portfolio: I don’t care about anything else.
I want to know what work you do.. I don’t care about extra curriculum
Don’t oversell yourself
Sell yourself as a student
Look at professionals linked in
Shortcuts in Zbrush to use: